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Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

You can cast this spell as a reaction when you are hit by an attack or targeted by the spell Magic Missile.

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Wizard 1st-Level Abjuration

Tasha's Hideous Laughter

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Concentration, up to 1 min

tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Wizard 1st-Level Enchantment

Comprehend Languages

  • casting time 1 Action
  • range Self

  • components V, S, M (Ritual)
  • duration 1 hour

A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

Wizard 1st-Level Divination

False Life

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 Hour

A small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Wizard 1st-Level Necromancy

Chromatic Orb

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration Instant

A diamond worth at least 50 gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wizard 1st-Level Evocation

Magic Missile

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instant

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Wizard 1st-Level Evocation

Lightning Lure

  • casting time 1 Action
  • range Self (15 foot radius)

  • components V
  • duration Instant

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation Cantrip

Booming Blade

  • casting time 1 Action
  • range Self (5-foot Radius)

  • components S, M
  • duration 1 Round

A melee weapon worth at least 1 silver piece

) You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Wizard Evocation Cantrip

Blade Ward

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 1 Round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Wizard Abjuration Cantrip

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